PlayableDirector is the main component for controlling timelines in Needle Engine.
It orchestrates playback of TimelineAssets containing animation, audio, signal,
control, and activation tracks.


Screenshot: Timeline in Unity

Supported track types:

  • Animation tracks - animate objects using AnimationClips
  • Audio tracks - play synchronized audio
  • Activation tracks - show/hide objects at specific times
  • Signal tracks - trigger events at specific points
  • Control tracks - control nested timelines or prefab instances
  • Marker tracks - add metadata and navigation points

Playback control:
Use play(), pause(), stop() for basic control.
Set time directly and call evaluate() for scrubbing.
Adjust speed for playback rate and weight for blending.

const director = myObject.getComponent(PlayableDirector);
director.play();
// Jump to specific time
director.time = 2.5;
director.evaluate();
director.speed = 0.5; // Half speed
director.speed = -1; // Reverse playback

Hierarchy (View Summary)

Properties

animationCallbackReceivers: ITimelineAnimationOverride[] = []

Experimental support for overriding timeline animation data (position or rotation)

extrapolationMode: DirectorWrapMode = DirectorWrapMode.Loop

Determines how the timeline behaves when it reaches the end of its duration.

DirectorWrapMode.Loop
gameObject: GameObject

Reference to the GameObject this component is attached to This is a three.js Object3D with additional GameObject functionality

guid: string = "invalid"

Unique identifier for this component instance, used for finding and tracking components

playableAsset?: TimelineAssetModel

The timeline asset containing tracks, clips, and markers that this director will play. Assign a timeline asset exported from Unity or Blender to enable playback.

playOnAwake?: boolean

When true, the timeline starts playing automatically when the component awakens. Set to false to control playback manually via play().

false
sourceId?: string

Identifier for the source asset that created this component. For example, URL to the glTF file this component was loaded from

waitForAudio: boolean = true

When true, play() will wait for audio tracks to load and for user interaction
before starting playback. Web browsers require user interaction (click/tap) before
allowing audio to play - this ensures audio is synchronized with the timeline.
Set to false if you need immediate visual playback and can tolerate audio delay.

true

Accessors

  • get "[$componentName]"(): undefined | string

    Get the original component type name before minification (available if the component is registered in the TypeStore)

    Returns undefined | string

  • get activeAndEnabled(): boolean

    Checks if this component is currently active (enabled and part of an active GameObject hierarchy) Components that are inactive won't receive lifecycle method calls

    Returns boolean

    True if the component is enabled and all parent GameObjects are active

  • get context(): Context

    The context this component belongs to, providing access to the runtime environment including physics, timing utilities, camera, and scene

    Returns Context

  • set context(context: Context): void

    Parameters

    Returns void

  • get destroyed(): boolean

    Checks if this component has been destroyed

    Returns boolean

    True if the component or its GameObject has been destroyed

  • get duration(): number

    The total duration of the timeline in seconds (read from the longest track/clip).

    Returns number

  • set duration(value: number): void

    Parameters

    • value: number

    Returns void

  • get enabled(): boolean

    Controls whether this component is enabled Disabled components don't receive lifecycle callbacks

    Returns boolean

  • set enabled(val: boolean): void

    Parameters

    • val: boolean

    Returns void

  • get forward(): Vector3

    Gets the forward direction vector (0,0,-1) of this component's GameObject in world space

    Returns Vector3

  • get isPaused(): boolean

    Returns true if the timeline is currently paused.

    Returns boolean

  • get isPlaying(): boolean

    Returns true if the timeline is currently playing (not paused or stopped).

    Returns boolean

  • get layer(): number

    The layer value of the GameObject this component is attached to Used for visibility and physics filtering

    Returns number

  • get name(): string

    The name of the GameObject this component is attached to Used for debugging and finding objects

    Returns string

  • set name(str: string): void

    Parameters

    • str: string

    Returns void

  • get right(): Vector3

    Gets the right direction vector (1,0,0) of this component's GameObject in world space

    Returns Vector3

  • get scene(): Scene

    Shorthand accessor for the current scene from the context

    Returns Scene

    The scene this component belongs to

  • get speed(): number

    The playback speed multiplier. Set to negative values for reverse playback.

    Returns number

    director.speed = -2;
    
  • set speed(value: number): void

    Parameters

    • value: number

    Returns void

  • get static(): boolean

    Indicates whether the GameObject is marked as static Static objects typically don't move and can be optimized by the engine

    Returns boolean

  • set static(value: boolean): void

    Parameters

    • value: boolean

    Returns void

  • get tag(): string

    The tag of the GameObject this component is attached to Used for categorizing objects and efficient lookup

    Returns string

  • set tag(str: string): void

    Parameters

    • str: string

    Returns void

  • get time(): number

    The current playback time in seconds. Set this and call evaluate() to scrub.

    Returns number

    director.time = 5.0;
    director.evaluate();
  • set time(value: number): void

    Parameters

    • value: number

    Returns void

  • get up(): Vector3

    Gets the up direction vector (0,1,0) of this component's GameObject in world space

    Returns Vector3

  • get weight(): number

    The blend weight of the timeline (0-1). Use values below 1 to blend timeline animations with other animations like those from an Animator.

    Returns number

  • set weight(value: number): void

    Parameters

    • value: number

    Returns void

  • get worldEuler(): Euler

    Gets the rotation of this component's GameObject in world space as Euler angles (in radians)

    Returns Euler

  • set worldEuler(val: Euler): void

    Sets the rotation of this component's GameObject in world space using Euler angles (in radians)

    Parameters

    • val: Euler

      The world rotation Euler angles to set

    Returns void

  • get worldPosition(): Vector3

    Gets the position of this component's GameObject in world space.
    Note: This is equivalent to calling this.gameObject.worldPosition

    Returns Vector3

  • set worldPosition(val: Vector3): void

    Sets the position of this component's GameObject in world space

    Parameters

    • val: Vector3

      The world position vector to set

    Returns void

  • get worldQuaternion(): Quaternion

    Gets the rotation of this component's GameObject in world space as a quaternion Note: This is equivalent to calling this.gameObject.worldQuaternion

    Returns Quaternion

  • set worldQuaternion(val: Quaternion): void

    Sets the rotation of this component's GameObject in world space using a quaternion

    Parameters

    • val: Quaternion

      The world rotation quaternion to set

    Returns void

  • get worldRotation(): Vector3

    Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
    Note: This is equivalent to calling this.gameObject.worldRotation

    Returns Vector3

  • set worldRotation(val: Vector3): void

    Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)

    Parameters

    • val: Vector3

      The world rotation vector to set (in degrees)

    Returns void

Methods

  • Registers an event listener for the specified event type

    Type Parameters

    Parameters

    • type: string

      The event type to listen for

    • listener: (evt: T) => any

      The callback function to execute when the event occurs

    Returns void

  • Destroys this component and removes it from its GameObject After destruction, the component will no longer receive lifecycle callbacks

    Returns void

  • Dispatches an event to all registered listeners

    Parameters

    • evt: Event

      The event object to dispatch

    Returns boolean

    Always returns false (standard implementation of EventTarget)

  • Called at the beginning of each frame before regular updates. Use for logic that needs to run before standard update callbacks.

    Returns void

  • Evaluate the timeline at the current time. This is useful when you want to manually update the timeline e.g. when the timeline is paused and you set time to a new value.

    Returns void

  • Iterates over all markers of the timeline, optionally filtering by type

    Type Parameters

    Parameters

    • type: null | string = null

    Returns Generator<T & MarkerModel>

    // Iterate over all ScrollMarkers in the timeline
    for (const marker of director.foreachMarker<{selector:string}>("ScrollMarker")) {
    console.log(marker.time, marker.selector);
    }
  • Returns undefined | boolean

    true if the timeline is valid and has tracks

  • Called after all update functions have been called. Use for calculations that depend on other components being updated first.

    Returns void

  • Called after the scene has been rendered. Use for post-processing or UI updates that should happen after rendering

    Returns void

  • Called immediately before the scene is rendered.

    Parameters

    • frame: null | XRFrame

      Current XRFrame if in an XR session, null otherwise

    Returns void

  • Called before an XR session is requested Use to modify session initialization parameters

    Parameters

    • mode: XRSessionMode

      The XR session mode being requested

    • args: XRSessionInit

      The session initialization parameters that can be modified

    Returns void

  • Called when this component's collider begins colliding with another collider.

    Parameters

    • col: Collision

      Information about the collision that occurred

    Returns any

  • Called when this component's collider stops colliding with another collider.

    Parameters

    • col: Collision

      Information about the collision that ended

    Returns any

  • Called each frame while this component's collider is colliding with another collider

    Parameters

    • col: Collision

      Information about the ongoing collision

    Returns any

  • Called when the context's pause state changes.

    Parameters

    • isPaused: boolean

      Whether the context is currently paused

    • wasPaused: boolean

      The previous pause state

    Returns void

  • Called when this component's trigger collider is entered by another collider

    Parameters

    • col: ICollider

      The collider that entered this trigger

    Returns any

  • Called when another collider exits this component's trigger collider

    Parameters

    • col: ICollider

      The collider that exited this trigger

    Returns any

  • Called each frame while another collider is inside this component's trigger collider

    Parameters

    • col: ICollider

      The collider that is inside this trigger

    Returns any

  • Called when a field decorated with @validate() is modified.

    Parameters

    • Optionalprop: string

      The name of the field that was changed

    Returns void

  • Pause the timeline.

    Returns void

  • Play the timeline from the current time.
    If the timeline is already playing this method does nothing.

    Returns Promise<void>

  • Removes a previously registered event listener

    Type Parameters

    Parameters

    • type: string

      The event type the listener was registered for

    • listener: (arg: T) => any

      The callback function to remove

    Returns void

  • Sets the position of this component's GameObject in world space using individual coordinates

    Parameters

    • x: number

      X-coordinate in world space

    • y: number

      Y-coordinate in world space

    • z: number

      Z-coordinate in world space

    Returns void

  • Sets the rotation of this component's GameObject in world space using quaternion components

    Parameters

    • x: number

      X component of the quaternion

    • y: number

      Y component of the quaternion

    • z: number

      Z component of the quaternion

    • w: number

      W component of the quaternion

    Returns void

  • Sets the rotation of this component's GameObject in world space using individual Euler angles

    Parameters

    • x: number

      X-axis rotation

    • y: number

      Y-axis rotation

    • z: number

      Z-axis rotation

    • degrees: boolean = true

      Whether the values are in degrees (true) or radians (false)

    Returns void

  • Called once at the beginning of the first frame after the component is enabled. Use for initialization that requires other components to be awake.

    Returns void

  • Starts a coroutine that can yield to wait for events. Coroutines allow for time-based sequencing of operations without blocking. Coroutines are based on generator functions, a JavaScript language feature.

    Parameters

    • routine: Generator

      Generator function to start

    • evt: FrameEvent = FrameEvent.Update

      Event to register the coroutine for (default: FrameEvent.Update)

    Returns Generator

    The generator function that can be used to stop the coroutine

    Time-based sequencing of operations

    *myCoroutine() {
    yield WaitForSeconds(1); // wait for 1 second
    yield WaitForFrames(10); // wait for 10 frames
    yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
    }

    Coroutine that logs a message every 5 frames

    onEnable() {
    this.startCoroutine(this.myCoroutine());
    }
    private *myCoroutine() {
    while(this.activeAndEnabled) {
    console.log("Hello World", this.context.time.frame);
    // wait for 5 frames
    for(let i = 0; i < 5; i++) yield;
    }
    }
  • Stop the timeline.

    Returns void

  • Stops a coroutine that was previously started with startCoroutine

    Parameters

    • routine: Generator

      The routine to be stopped

    • evt: FrameEvent = FrameEvent.Update

      The frame event the routine was registered with

    Returns void

  • Determines if this component supports a specific XR mode

    Parameters

    • mode: XRSessionMode

      The XR session mode to check support for

    Returns boolean

    True if the component supports the specified mode

  • Called once per frame during the main update loop. The primary location for frame-based game logic.

    Returns void

  • Register a function to create a track handler for a custom track type. This allows you to extend the timeline system with your own track types and handlers.

    Parameters

    • type: string
    • fn: CreateTrackFunction

    Returns void